Workshop & engineering
The purchase order is as lethal as the weapon.
Enter the gallery →Build a robot
The Robot Workshop assembles a persistent combatant: name, chassis, combat configuration, weapon, model profile and tactical strategy. The saved machine enters the active roster for battle selection.
New robots begin with a configured credit allowance. The project’s configured baseline is 1,200 starting credits; actual spending depends on current equipment prices and saved data. Purchasing a slot component must debit its price, even when an identical component already exists in another inventory position.
Chassis classes
Light: agile biped or quadruped silhouette. Medium: wheeled platform. Heavy: tracked juggernaut. These are design classes; exact movement and combat values depend on configuration, not the illustration.
Custom CC-series chassis, including CCL, CCM and CCH Series 1, introduce two component slots. Drive systems are not slot equipment.
Components & upgrades
Power components can reduce weapon recharge by up to two turns, subject to a minimum of one. Sensors expand effective viewing geometry and/or range according to their bonuses. Tactical, computer and software components improve decision execution and hit/failure probabilities under the game rules.
Weapon and component catalogs are editable in Developer Engineering. Prices belong to the catalog and should be changed explicitly; inventory reuse is not a free second purchase.
Development engineering interface
Separating ownership
The planned 0.6 architecture will distinguish developer administration from general player activity. For now, engineering and the player-facing workshop coexist in the documented application.